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<blockquote data-quote="Ratskinner" data-source="post: 6181117" data-attributes="member: 6688937"><p>I didn't find the article all that edition-warry, despite its usage of some "hot-button" phrases. Maybe a little propaganda-ish here and there. I don't think its any more incendiary than some of the things I might say here might be. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> So please pardon me as a play a little Devil's Advocate.</p><p></p><p></p><p></p><p>While formalized, it seems pretty "bolt-on" to me. You could ignore those pages in the DMG entirely and the game plays fine, and not necessarily only in Pawn stance, either. Nor is "Premise Quest Completion" necessary to level up. (I also seem to recall that the 2e Story Awards were formal, if anemic.)</p><p></p><p></p><p></p><p>Seems odd that the article calls them out specifically as DM "carrots", then. I'm not sure that I've witnessed too many D&D games where the nature of the next quest/adventure was a mystery (seen 'em stall in the middle sometimes, especially if investigation was needed). I've also witnessed plenty of story awards go out to players for similar things in previous editions.</p><p></p><p>The article seems colored by the 2e-era RPGA story-award experience. I'm not sure if you were around for that era, but the RPGA adventures were something of a wreck and the story-awards weren't the half of it. I'm not sure that story awards "in the wild" were as different as the article presumes. (Although the 2e guidelines made them far too small, in my memory's eye.)</p><p></p><p></p><p></p><p>I feel like this is solving a problem that didn't exist, and I'm not sure its adding much to a functional group. If you ignore Quests, is it suddenly impossible to address premise effectively? I mean, did players need more incentive to play and gain levels, to pursue their character's premise? Was there difficulty in the GM-player communication of interest? I'll cede that in some games there might be, but that seems a social problem that I'm not sure this solves.</p><p></p><p> If what you wrote is true, turn those last few sentences around, you'll see why some people felt 4e was much more narrow thematically than its predecessors. Read skeptically, this paragraph indicates that your PC-build choices + Quests are basically scripting your career within the limits of the available material. </p><p></p><p></p><p></p><p>I think I'm going to ask you to expand on that. I don't see a functional difference: (Traits & Conflict Resolution) address premise. Does 4e function in some other way? I can't say that I saw that in my limited experiences with it. What do you mean by "analog"?</p><p></p><p> </p><p></p><p>I don't really have a problem with the lack of profundity (I mean "Conan" is a relevant genre-source here.)</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 6181117, member: 6688937"] I didn't find the article all that edition-warry, despite its usage of some "hot-button" phrases. Maybe a little propaganda-ish here and there. I don't think its any more incendiary than some of the things I might say here might be. :) So please pardon me as a play a little Devil's Advocate. While formalized, it seems pretty "bolt-on" to me. You could ignore those pages in the DMG entirely and the game plays fine, and not necessarily only in Pawn stance, either. Nor is "Premise Quest Completion" necessary to level up. (I also seem to recall that the 2e Story Awards were formal, if anemic.) Seems odd that the article calls them out specifically as DM "carrots", then. I'm not sure that I've witnessed too many D&D games where the nature of the next quest/adventure was a mystery (seen 'em stall in the middle sometimes, especially if investigation was needed). I've also witnessed plenty of story awards go out to players for similar things in previous editions. The article seems colored by the 2e-era RPGA story-award experience. I'm not sure if you were around for that era, but the RPGA adventures were something of a wreck and the story-awards weren't the half of it. I'm not sure that story awards "in the wild" were as different as the article presumes. (Although the 2e guidelines made them far too small, in my memory's eye.) I feel like this is solving a problem that didn't exist, and I'm not sure its adding much to a functional group. If you ignore Quests, is it suddenly impossible to address premise effectively? I mean, did players need more incentive to play and gain levels, to pursue their character's premise? Was there difficulty in the GM-player communication of interest? I'll cede that in some games there might be, but that seems a social problem that I'm not sure this solves. If what you wrote is true, turn those last few sentences around, you'll see why some people felt 4e was much more narrow thematically than its predecessors. Read skeptically, this paragraph indicates that your PC-build choices + Quests are basically scripting your career within the limits of the available material. I think I'm going to ask you to expand on that. I don't see a functional difference: (Traits & Conflict Resolution) address premise. Does 4e function in some other way? I can't say that I saw that in my limited experiences with it. What do you mean by "analog"? I don't really have a problem with the lack of profundity (I mean "Conan" is a relevant genre-source here.) [/QUOTE]
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